Why does my Switch Param in the material editor not work in post process?
Hello everyone. I've been doing some post process stuff but I'm having problems with StaticSwitchParameter. Look at this example:
Then I have a material instance and there I can enable and disable "EnableTest" and the color changes on the material preview. That material instance is applied as a blendable in a post process volume. However, in-game it only shows the color corresponding to the default value of "EnableTest". Changing the value in the material instance does not have any effect in-game, only in the material preview. Other post processing stuff I've been testing worked fine in-game.
I'm missing something or is this a bug? Thanks.
Hey PacoChan -
How do you have your post process volume setup to accept your Post Process Material?
Switches are not supposed to be dynamic in nature. They are meant to control which of two choices are being rendered at compile time and the other side of the tree is ignored. If you want a setup like that which is dynamic in nature use a scalar parameter to LERP between the two options that way both sides of the tree are rendered and can be switched up dynamically.
Thank You -
answered May 25 '14 at 03:34 PM
Lovecraft_K ♦♦ STAFF
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